/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
USkeletalMesh
class USkeletalMeshComponent : public [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)
FPhysicsAggrega...
Aggregate
Physics-engine representation of aggregate which contains a physics asset instance with more than numbers of bodies.
FSingleAnimatio...
AnimationData
TEnumAsByte<EA...
AnimationMode
Whether to use Animation Blueprint or play Single Animation Asset.
TSubclassOf<UA...
AnimClass
The AnimBlueprint class to use. Use 'SetAnimInstanceClass' to change at runtime.
FBlendedHeapCur...
AnimCurves
Temporary storage for curves
TObjectPtr<UAn...
AnimScriptInstance
The active animation graph program instance.
uint8: 1
bAllowClothActors
Toggles creation of cloth simulation.
uint8: 1
bAnimTreeInitialised
If true, AnimTree has been initialised.
uint8: 1
bBlendPhysics
Forces use of the physics bodies irrespective of whether they are simulated or using the physics blend weight
uint8: 1
bClothingSimulationSuspended
Whether the clothing simulation is suspended (not the same as disabled, we no longer run the sim but keep the last valid sim data around)
uint8: 1
bCollideWithAttachedChildren
Can't collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convex
uint8: 1
bCollideWithEnvironment
Can't collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convex
uint8:  1
bDeferKinematicBoneUpdate
OptimizationWhether animation and world transform updates are deferred.
uint8: 1
bDisableClothSimulation
Disable cloth simulation and play original animation without simulation
uint8: 1
bEnableLineCheckWithBounds
If true, line checks will test against the bounding box of this skeletal mesh component and return a hit if there is a collision.
uint8: 1
bEnablePerPolyCollision
Uses skinned data for collision data.
uint8: 1
bEnablePhysicsOnDedicatedServer
If true, simulate physics for this component on a dedicated server.
uint8:  1
bForceCollisionUpdate
Forces the cloth simulation to constantly update its external collisions, at the expense of performance.
uint8: 1
bForceRefpose
Misc If true, force the mesh into the reference pose - is an optimization.
uint8: 1
bHasValidBodies
If true, there is at least one body in the current PhysicsAsset with a valid bone in the current SkeletalMesh
uint8:  1
bIncludeComponentLocationIntoBounds
If true, the Location of this Component will be included into its bounds calculation (this can be useful when using SMU_OnlyTickPoseWhenRendered on a character that moves away from the root and no bones are left near the origin of the component)
uint8:  1
bIsAutonomousTickPose
True if callingTickPose()from Autonomous networking updates.
uint8: 1
bLocalSpaceKinematics
Temporary fix for local space kinematics.
uint8: 1
bNoSkeletonUpdate
Skips Ticking and Bone Refresh.
uint8:  1
bNotifySyncComponentToRBPhysics
If true,OnSyncComponentToRBPhysics()notify will be called
TArray< struct ...
Bodies
Array ofFBodyInstanceobjects, storing per-instance state about about each body.
int32
BodyIndex
TObjectPtr< cla...
BodySetup
Used for per poly collision.
uint8: 1
bOldForceRefPose
If bForceRefPose was set last tick.
uint8:  1
bOnlyAllowAutonomousTickPose
If trueTickPose()will not be called from the Component's TickComponent function.
uint8:  1
bOverrideDefaultAnimatingRig
If true, DefaultAnimatingRigOverride will be used.
uint8: 1
bPauseAnims
Pauses this component's animations (doesn't tick them, but still refreshes bones)
uint8:  1
bPrevDisableClothSimulation
To save previous state
uint8:  1
bPropagateCurvesToFollowers
If true, propagates calls to ApplyAnimationCurvesToComponent for follower components, only needed if follower components do not tick themselves
uint8: 1
bRequiredBonesUpToDate
If false, indicates that on the next call to UpdateSkelPose the RequiredBones array should be recalculated.
uint8: 1
bResetAfterTeleport
Reset the clothing after moving the clothing position (called teleport)
uint8: 1
bShowPrePhysBones
Bool that enables debug drawing of the skeleton before it is passed to the physics.
uint8: 1
bSimulationUpdatesChildTransforms
Indicates that simulation (if it's enabled) is entirely responsible for children transforms.
uint8: 1
bSkipBoundsUpdateWhenInterpolating
Whether to skip bounds update when interpolating.
uint8: 1
bSkipKinematicUpdateWhenInterpolating
Whether to skipUpdateKinematicBonesToAnim()when interpolating.
uint8:  1
bUpdateAnimationInEditor
If true, this will Tick until disabled
uint8:  1
bUpdateClothInEditor
If true, will play cloth in editor
uint8: 1
bUpdateJointsFromAnimation
If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation.
uint8: 1
bUpdateMeshWhenKinematic
If true, then the physics bodies will be used to drive the skeletal mesh even when they are kinematic (not simulating), otherwise the skeletal mesh will be driven by the animation input when the bodies are kinematic
uint8: 1
bUpdateOverlapsOnAnimationFinalize
Controls whether blending in physics bones will refresh overlaps on this component, defaults to true but can be disabled in cases where we know anim->physics blending doesn't meaningfully change overlaps
uint8: 1
bUseRefPoseOnInitAnim
On InitAnim should we set to ref pose (if false use first tick of animation data).
bool
bWaitForParallelClothTask
Whether we should stall the Cloth tick task until the cloth simulation is complete.
uint16
CachedAnimCurveUidVersion
Cache AnimCurveUidVersion from Skeleton and this will be used to identify if it needs to be updated
float
ClothBlendWeight
Weight to blend between simulated results and key-framed positions if weight is 1.0, shows only cloth simulation results and 0.0 will show only skinned results
TSubclassOf< cl...
ClothingSimulationFactory
Class of the object responsible for
float
ClothMaxDistanceScale
EClothingTelepo...
ClothTeleportMode
Whether we need to teleport cloth.
FSkeletalMeshCo...
ClothTickFunction
TArray< struct ...
Constraints
Array ofFConstraintInstancestructs, storing per-instance state about each constraint.
TMap< int32,FC...
CurrentSimulationData
Simulation data written back to the component after the simulation has taken place.
int32
DeferredKinematicUpdateIndex
Indicates that this SkeletalMeshComponent has deferred kinematic bone updates until next physics sim if not INDEX_NONE.
FSkeletalMeshCo...
EndPhysicsTickFunction
TArray< FBoneIn...
FillComponentSpaceTransformsRequiredBones
Temporary array of bone indices required to populate component space transforms
float
GlobalAnimRateScale
Used to scale speed of all animations on this skeletal mesh.
TEnumAsByte<EK...
KinematicBonesUpdateType
If we are running physics, should we update non-simulated bones based on the animation bone positions.
FVector
LineCheckBoundsScale
If bEnableLineCheckWithBounds is true, scale the bounds by this value before doing line check.
FOnAnimInitiali...
OnAnimInitialized
Broadcast when the components anim instance is initialized.
FConstraintBrok...
OnConstraintBroken
Notification when constraint is broken.
FPlasticDeforma...
OnPlasticDeformation
Notification when constraint plasticity drive target changes.
FOnSkeletalMesh...
OnSkeletalMeshPropertyChanged
TArray<FPendin...
PendingRadialForces
Array of physical interactions for the frame.
TEnumAsByte<EP...
PhysicsTransformUpdateMode
Whether physics simulation updates component transform.
TArray<FAnimNo...
PoseWatches
TObjectPtr<UAn...
PostProcessAnimInstance
An instance created from the PostPhysicsBlueprint property of the skeletal mesh we're using, Runs after (and receives pose from) the main anim instance.
int32
RagdollAggregateThreshold
Threshold for physics asset bodies above which we use an aggregate for broadphase collisions
TArray< FBoneIn...
RequiredBones
Temporary array of bone indices required this frame. Filled in by UpdateSkelPose.
USkeletalMeshCo...
RootBodyData
Indexof the 'Root Body', or top body in the asset hierarchy.
FVector
RootBoneTranslation
Offset of the root bone from the reference pose. Used to offset bounding box.
FTransform
TransformToRoot